Comments

Another question is what are the technical requirements of your games?Here are the requirements for games from the turbosquid:

:

By filtering your search for Real-Time models, you’ll limit the results displayed to models that currently adhere to the following broad set of rules:

Include an .FBX and/or .OBJ/.MTL file format or have been submitted as native Unity or Unreal filesPolygon count of no more than 100K polygons (200K triangles)Fully unwrapped UVs are required (they can be overlapping or not)Image maps must in .bmp, .png, .dds, .tga, .tif, or .jpg format (.jpg allowed, but not recommended)Image texture map dimensions must be powers of two (i.e. 256, 1024, 2048, 4096)Exported baked texture maps including:Required: Diffuse map (no lighting or AO baked in)Required: Normal mapOptional: Spec / Gloss PBR mapsOptional: Metal / Rough PBR mapsOptional: Ambient Occlusion mapOptional: Curvature / Cavity mapOptional: Height map hOptional: Emissive mapOptional: Material ID mapThere are currently no conventions for rigged or animated real-time models, and only those artists who are submitting native Unity or Unreal files that include animation are accepted at present.

While this is currently a very wide specification, TurboSquid is refining each point actively. As more precise needs are defined (like full PBR materials), we’ll update the information here to reflect the current state of the real-time industries and the Real-Time search results will also be updated.

for gideros how much do you need the most polygons ?? 500 polygons? 15 000 polygons?

if I switched to 3D, I'd try hypercasual games with hypercasual 3d-modelsor maybe 'Voxels'

I suspect it's pretty expensive to create 3D game with realistic graphics and effects (or maybe not)Ready-made models in asset stores look appealing to newbies, but probably it's like with 2D assets - they are 99% useless.

A native support for voxels would be really cool though For those who are interested check magikavoxel to "draw" them.Are you sure it's only render? This should make them lighter to handle than real 3d.